Journal articles on the topic '120304 Digital and Interaction Design'

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1

Aninditia, Vianni, and Nurina Vidya Ayuningtyas. "Biophilic Design Approach in Yogyakarta Digital Art Design." International Journal of Built Environment and Scientific Research 6, no. 1 (June 10, 2022): 55. http://dx.doi.org/10.24853/ijbesr.6.1.55-60.

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The creative industry based on digital technology is the current strength of the creative industry in improving the national economy. In creating a national creative industry, every region in Indonesia is required to create space for creative industry players. The Digital Art Center is a building typology that can accommodate digital creative industry players to carry out all their activities. In the midst of the significant development of the creative industry, a healthy psychological and physical condition is needed to increase the creativity and productivity of industry players. Biophilic Design can help humans achieve prosperity and comfort, as well as increase creativity and productivity of creative industry players by shaping the built environment by creating human interaction with the surrounding natural elements. In addition, creating a space for interaction between humans can increase the sense of kinship and shape the user's psychology to be more positive. Thus, the design of the Yogyakarta Digital Art Center is expected to create human interaction with nature and human interaction that can increase the productivity and creativity of its users.
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Kang,Hyun-Ok. "Movement and Interaction Design for Digital Signage." Journal of Digital Design 13, no. 2 (April 2013): 345–54. http://dx.doi.org/10.17280/jdd.2013.13.2.034.

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Micoli, Laura Loredana, Giandomenico Caruso, and Gabriele Guidi. "Design of Digital Interaction for Complex Museum Collections." Multimodal Technologies and Interaction 4, no. 2 (June 22, 2020): 31. http://dx.doi.org/10.3390/mti4020031.

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Interactive multimedia applications in museums generally aim at integrating into the exhibition complementary information delivered through engaging narratives. This article discusses a possible approach for effectively designing an interactive app for museum collections whose physical pieces are mutually related by multiple and articulated logical interconnections referring to elements of immaterial cultural heritage that would not be easy to bring to the public with traditional means. As proof of this concept, a specific case related to ancient Egyptian civilization has been developed. A collection of Egyptian artifacts such as mummies, coffins, and amulets, associated with symbols, divinities, and magic spells through the structured funerary ritual typical of that civilization, has been explained through a virtual application based on the concepts discussed in the methodological section.
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Liu, Yong, Sheng Rui Yuan, Na Zhou, and Xun Yi Dang. "Digital Design of Automotive Wire-Harness." Applied Mechanics and Materials 397-400 (September 2013): 882–88. http://dx.doi.org/10.4028/www.scientific.net/amm.397-400.882.

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In allusion to the current existing problems of automotive wire-harness design, which are no interaction between 2D design and 3D design, and disconnect between design level and simulation level, the advanced design methods are needed. In this paper, it puts forward a kind of automotive wire-harness design method based on CHS and PRO/E software. Then it details its design steps including schematic / layout / harness design, 3D interaction, data management, etc. Finally, it summarizes the advantages of this advanced design method.
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Zhang, Anni. "Graphical design based on digital twin and interaction generation." Computers and Electrical Engineering 103 (October 2022): 108367. http://dx.doi.org/10.1016/j.compeleceng.2022.108367.

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Yenimazman, Deniz. "'Digital Experience Design: Ideas, Industries, Interaction' by Linda Leung." Information, Communication & Society 14, no. 5 (May 25, 2011): 755–56. http://dx.doi.org/10.1080/1369118x.2011.556656.

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Tzeng, Shu-Wen. "Digital Access to the Education of Interaction Design: A Novel Way for Teaching Interaction Design to Industrial Design Students." Design Principles and Practices: An International Journal—Annual Review 5, no. 3 (2011): 483–94. http://dx.doi.org/10.18848/1833-1874/cgp/v05i03/38062.

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Asadi, Amir-Reza. "Human-Paper Interaction in the Digital Era: Directions for Human-Information Interaction Design." EAI Endorsed Transactions on Creative Technologies 8, no. 29 (December 1, 2021): 171250. http://dx.doi.org/10.4108/eai.12-10-2021.171250.

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Liu, Chengcheng. "Artificial Intelligence Interactive Design System Based on Digital Multimedia Technology." Advances in Multimedia 2022 (January 19, 2022): 1–12. http://dx.doi.org/10.1155/2022/4679066.

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The current extraction speed of artificial intelligence interactive elements is low, with the low effect, resulting in the poor effect of artificial intelligence interaction. Therefore, a new artificial intelligence interaction method has been developed for digital multimedia technology, performing analysis based on the current background of artificial intelligence, providing a good environment foundation for the interactive place, so that it can integrate artificial intelligence technology after interaction. Aiming at the current problems of digital multimedia technology in the use of artificial intelligence interaction design, innovative exploration of artificial intelligence technology will be carried out based on multimedia technology and innovative thinking. Based on the in-depth analysis of digital multimedia technology, the relationship between artificial intelligence technology and digital multimedia technology is analyzed, and an artificial intelligence interactive design system based on digital multimedia technology is proposed. Finally, the digital multimedia technology is verified on the artificial intelligence interactive design through case analysis.
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Uğraş, Tuba, Kerem Rızvanoğlu, and Sevinç Gülseçen. "New co-design techniques for digital game narrative design with children." International Journal of Child-Computer Interaction 31 (March 2022): 100441. http://dx.doi.org/10.1016/j.ijcci.2021.100441.

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Light, Ann. "Digital interdependence and how to design for it." Interactions 18, no. 2 (March 2011): 34–39. http://dx.doi.org/10.1145/1925820.1925829.

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Gu, Yifan. "Collaborative Innovative Design of Glitch Art and Digital Video Interaction." Art and Design 5, no. 2 (2022): 117. http://dx.doi.org/10.31058/j.ad.2022.52016.

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김보영 and 박지원. "Improving Waiting Service through Digital Interaction Design for Restaurant Business." Journal of Product Research 29, no. 5 (September 2011): 43–56. http://dx.doi.org/10.36345/kacst.2011.29.5.005.

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Zhang, Xiangmin, Yuelin Li, Jingjing Liu, and Ying Zhang. "Effects of interaction design in digital libraries on user interactions." Journal of Documentation 64, no. 3 (April 25, 2008): 438–63. http://dx.doi.org/10.1108/00220410810867623.

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Mahut, Theo, Carole Bouchard, Jean-François Omhover, Carole Favart, and Daniel Esquivel. "Interaction Design and Metaphor through a Physical and Digital Taxonomy." International Journal on Interactive Design and Manufacturing (IJIDeM) 12, no. 2 (July 17, 2017): 629–49. http://dx.doi.org/10.1007/s12008-017-0419-7.

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Albertson, Dan. "An interaction and interface design framework for video digital libraries." Journal of Documentation 69, no. 5 (September 2, 2013): 667–92. http://dx.doi.org/10.1108/jd-12-2011-0056.

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Mangano, Dario. "Cameras: Forms of Interaction." Recherches sémiotiques 28, no. 1-2 (October 7, 2010): 193–208. http://dx.doi.org/10.7202/044596ar.

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This essay examines the material design of cameras. The author argues that design plays a central role in the interaction between Operator and Spectator (R. Barthes) and, furthermore, that it entails significant effects on photographic aesthetics. Finally, the author also considers some of the design differences between traditional emulsion cameras and digital cameras.
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Xiao, Wei. "Information Technology in Environment Digital Design Based on CAD." Advanced Materials Research 1014 (July 2014): 387–90. http://dx.doi.org/10.4028/www.scientific.net/amr.1014.387.

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Spatial structure of landscape ecology is composed by different ecosystems, the interaction function and dynamics. It is to the entire landscape as the research object, emphasizing the interaction between the protection and management of large areas of population ecology, management of environmental resources and human activities spatial heterogeneity of the maintenance and development, ecosystem and its components on the landscape impact. This paper presents several models of several computer-aided digital design environments, and the depth of the concrete application of various models.
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Balcombe, Luke, and Diego De Leo. "Human-Computer Interaction in Digital Mental Health." Informatics 9, no. 1 (February 22, 2022): 14. http://dx.doi.org/10.3390/informatics9010014.

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Human-computer interaction (HCI) has contributed to the design and development of some efficient, user-friendly, cost-effective, and adaptable digital mental health solutions. But HCI has not been well-combined into technological developments resulting in quality and safety concerns. Digital platforms and artificial intelligence (AI) have a good potential to improve prediction, identification, coordination, and treatment by mental health care and suicide prevention services. AI is driving web-based and smartphone apps; mostly it is used for self-help and guided cognitive behavioral therapy (CBT) for anxiety and depression. Interactive AI may help real-time screening and treatment in outdated, strained or lacking mental healthcare systems. The barriers for using AI in mental healthcare include accessibility, efficacy, reliability, usability, safety, security, ethics, suitable education and training, and socio-cultural adaptability. Apps, real-time machine learning algorithms, immersive technologies, and digital phenotyping are notable prospects. Generally, there is a need for faster and better human factors in combination with machine interaction and automation, higher levels of effectiveness evaluation and the application of blended, hybrid or stepped care in an adjunct approach. HCI modeling may assist in the design and development of usable applications, and to effectively recognize, acknowledge, and address the inequities of mental health care and suicide prevention and assist in the digital therapeutic alliance.
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Blandford, Ann, Suzette Keith, Richard Butterworth, Bob Fields, and Dominic Furniss. "Disrupting digital library development with scenario informed design." Interacting with Computers 19, no. 1 (January 2007): 70–82. http://dx.doi.org/10.1016/j.intcom.2006.07.003.

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Khalifa, Othman O., Nur Amirah bt Sharif, Rashid A. Saeed, S. Abdel-Khalek, Abdulaziz N. Alharbi, and Ali A. Alkathiri. "Digital System Design for Quantum Error Correction Codes." Contrast Media & Molecular Imaging 2021 (December 15, 2021): 1–8. http://dx.doi.org/10.1155/2021/1101911.

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Quantum computing is a computer development technology that uses quantum mechanics to perform the operations of data and information. It is an advanced technology, yet the quantum channel is used to transmit the quantum information which is sensitive to the environment interaction. Quantum error correction is a hybrid between quantum mechanics and the classical theory of error-correcting codes that are concerned with the fundamental problem of communication, and/or information storage, in the presence of noise. The interruption made by the interaction makes transmission error during the quantum channel qubit. Hence, a quantum error correction code is needed to protect the qubit from errors that can be caused by decoherence and other quantum noise. In this paper, the digital system design of the quantum error correction code is discussed. Three designs used qubit codes, and nine-qubit codes were explained. The systems were designed and configured for encoding and decoding nine-qubit error correction codes. For comparison, a modified circuit is also designed by adding Hadamard gates.
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Shneiderman, Ben. "Design: CUU: bridging the digital divide with universal usability." Interactions 8, no. 2 (March 2001): 11–15. http://dx.doi.org/10.1145/361897.361905.

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Begnum, Miriam Eileen Nes, Lene Pettersen, and Hanne Sørum. "Identifying Five Archetypes of Interaction Design Professionals and Their Universal Design Expertise." Interacting with Computers 31, no. 4 (June 1, 2019): 372–92. http://dx.doi.org/10.1093/iwc/iwz023.

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Abstract Systems and services based on Information and Communications Technology (ICT) are now prevalent in our daily lives. Digital transformations have been, and are still being, initiated across private and public sectors. As such, the consequences of digital exclusion are severe and may block access to key aspects of modern life, such as education, employment, consumerism and health services. In order to combat this, regions and countries such as the USA, Canada, EU and Scandinavia have all legislated universal design (UD) in relation to ICT, in order to ensure as many citizens as possible have the opportunity to access and use digital information and services. However, there has been limited research into how higher educational programs address legislated accessibility responsibilities. This paper looks into the discipline of interaction design (IxD). IxD is the design domain focused on ‘how human beings relate to other human beings through the mediating influence of products’ (Buchanan, R. (2001) Designing research and the new learning. Des. Issues, 17, 3–23). The study presents an analysis of Norwegian higher educational programs within IxD. Based on document analysis, we map the skillsets the study programs state to deliver and investigate to what degree UD expertise is included. Our findings indicate the study programs do not deliver adequate training in UD, in order to fulfill the professional responsibilities related to ICT accessibility. From our findings, we extrapolate five ‘archetypes’ of interaction designers. These personas-like analytical constructs hold slightly different characteristics. For each of the five, we propose UD expertise fitting key skillsets. We hope our contributions are useful both for the higher education sector and the industry and will contribute to raised awareness of UD skills so they can educate interaction designers in their different industry roles with required competences. RESEARCH HIGHLIGHTS We indicate the current content of interaction design (IxD) programs in higher education and document the lacking focus on universal design (UD). We identify five different archetypes of interaction designers being educated in such programs. We describe key skillsets and strengths for each archetype. We propose UD expertise for the (IxD) profession and link UD expertise to archetype skillsets to emphasize relevance.
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Zhang, Jiwen. "Feasibility Analysis of Visual Interaction Mode in Digital Art Design Teaching." International Journal of Emerging Technologies in Learning (iJET) 17, no. 11 (June 7, 2022): 160–73. http://dx.doi.org/10.3991/ijet.v17i11.32033.

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The visual presentation of teaching contents facilitates students to master the relevant knowledge and skills of digital art design (DAD). The existing studies focus on the construction of traditional classroom teaching and interaction strategies, but rarely tackle the visual interaction (VI) technology of synchronous online classroom. This paper analyzes the feasibility of VI mode in DAD teaching. Firstly, the authors detailed the realization steps for teacher-student VI in the DAD teaching process control platform, and constructed the topology of VI system in DAD teaching. After a data analysis on VI flow, the authors parsed the VI flow data, and encoded the teacher-student VI involved in DAD teaching. Based on the improved neural network, a model was established to predict the degree of realization for course goals of DAD teaching. Through experiments, the teacher-student VI in DAD teaching was described statistically, and the relevant analysis results were obtained, which verify the effectiveness of our prediction model.
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최민아 and 권두영. "New Media Space Design Using the Analogue and Digital Interaction Trace." Journal of Integrated Design Research 10, no. 1 (April 2011): 107–17. http://dx.doi.org/10.21195/jidr.2011.10.1.008.

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Fialho, Francisco A. P., Paloma Maria Santos, Marcus de Melo Braga, and Anelise Thaler. "Towards the application of interaction design to digital TV content development." Work 41 (2012): 1515–23. http://dx.doi.org/10.3233/wor-2012-0346-1515.

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Haghiri, Saeed, Arash Ahmadi, and Mehrdad Saif. "Complete Neuron-Astrocyte Interaction Model: Digital Multiplierless Design and Networking Mechanism." IEEE Transactions on Biomedical Circuits and Systems 11, no. 1 (February 2017): 117–27. http://dx.doi.org/10.1109/tbcas.2016.2583920.

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Jiang, Tao. "Urban public art and interaction design strategy based on digital technology." Cluster Computing 22, S2 (March 7, 2018): 3471–78. http://dx.doi.org/10.1007/s10586-018-2194-z.

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Ghina, Astri, and Nurul Afifah. "Value Proposition Design for Custom Clothing Startup Using Design Thinking Approach." Jurnal Manajemen Indonesia 21, no. 1 (April 26, 2021): 89. http://dx.doi.org/10.25124/jmi.v21i1.3523.

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There are thousands of digital-based startups in Indonesia but only few have a sustainable business development. One of the reasons is the products created by startups are not in accordance with market needs. Fashion is one of the startups that has the potential to develop in the digital age, because it is one of the second largest subsectors that contribute to the Indonesian economy. In the field of fashion, especially in customized clothing, the main obstacle experienced by business participants is low competitiveness against those who owns a branded business. This is indicated by dissatisfaction with the quality of the service, which resulted in unfaithful users. This research aims to explore the interaction between custom clothing businesses and their users so that the concerns coming from both parties can be used as the basis for creating digital-based solutions. This research focused in exploring the interaction between tailors and sewing service users using a design thinking approach. Qualitative method is used in this research and information is gathered using survey strategy. Data collection is conducted by in-depth interviews with tailors and sewing service users. Observation is also used to understand the tailor’s daily activities. The result shows that there is concern between tailors and their users. Proposed idea as a digital-based solution is project management with transparent sewing service process that can be seen by sewing service users. This research is limited to the stage of formulating digital feature ideas which can be used as the basis for designing rapid prototypes. Validation of the prototype can be conducted in the next study.
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Khan, Azam, Justin Matejka, George Fitzmaurice, Gord Kurtenbach, Nicolas Burtnyk, and Bill Buxton. "Toward the Digital Design Studio: Large Display Explorations." Human–Computer Interaction 24, no. 1-2 (April 16, 2009): 9–47. http://dx.doi.org/10.1080/07370020902819932.

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Wiberg, Mikael. "Landscapes, Long Tails and Digital Materialities." International Journal of Mobile Human Computer Interaction 4, no. 1 (January 2012): 45–62. http://dx.doi.org/10.4018/jmhci.2012010103.

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Mobile HCI is changing. From being about, for example, UI design for small devices, interaction via limited input modalities, and design for small screens, these important aspects of mobile HCI are now heavily interwoven in complex arrangements of computational devices, platforms and services. With a point of departure taken in these processes of current development, this paper sets out to describe and envision a research agenda for mobile HCI carefully crafted out in relation to three specific and recent developments in this field. More specifically, these strands of developments include the formation of new interaction landscapes, the long tail of interaction, and digital materialities. This paper presents the background of each followed by examples illustrating how these three manifest themselves in practice. With a point of departure taken in these three cornerstones a research agenda is presented followed by a discussion on the implications of this agenda for mobile HCI research.
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Blevis, Eli. "Digital imagery as meaning and form in HCI and design." Interactions 18, no. 5 (September 2011): 60–65. http://dx.doi.org/10.1145/2008176.2008190.

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Andersen, Tariq Osman. "Large-scale and long-term co-design of digital health." Interactions 26, no. 5 (August 22, 2019): 74–77. http://dx.doi.org/10.1145/3356252.

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Li, Linxi. "A DT-RSDM Model." Journal of Physics: Conference Series 2085, no. 1 (November 1, 2021): 012022. http://dx.doi.org/10.1088/1742-6596/2085/1/012022.

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Abstract With rapid development of Digital Twin (DT), it seems that DT is vital to realize Cyber-Physical System (CPS) with the aid of dynamic interaction between digital twin and physical counterpart. In radar applications, digital twin can solve inherent shortfalls in radar structure design including ideal design description, poor dynamic interaction and limited implementation extension. Thus, a new DT-driven 5S Radar Structure Design Model (DT-RSDM) is proposed in this paper, focusing on improving radar structure design effectiveness and efficiency by employing iterative design optimization, design knowledge management.
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Tesařová, Kateřina. "In the pixel zone: Perception of digital design." Architecture Papers of the Faculty of Architecture and Design STU 27, no. 3 (September 1, 2022): 36–41. http://dx.doi.org/10.2478/alfa-2022-0018.

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Abstract Since the beginning of the millennium, the internet has undeniably influenced everyday life as well as the creative fields, in countless ways that have already been exhaustively discussed. In this paper, we discuss the term postdigital, which is relevant to anchoring the perception of digital design. Numerous theoretical works are dealing with the terminology of postdigital, with conceptualisations differing from one another. Post-digitality offers a set of speculative strategies with the intention of building a complex architecture for thinking and creating under contemporary conditions: how to critically consider, contextualize, and shift the perception of new technologies as part of the existing culture. Digital design has become an integral part of everyday reality: websites, mobile devices, tablets, but also products and services that use digital interfaces as interactive communication channels between a human and a machine. These interfaces require a specific approach to design. The term digital design covers the design of the entire range of digital products and services and is understood as a complex set of many disciplines: user interface, interaction design, information architecture, user experience design, visual design, web design, app design, or game design. The boundaries between the different areas of design are blurred and permeable, and although their mutual interaction can be beneficial, it is necessary to clearly differentiate between graphic and digital design. Digital design grows out of the principles of graphic (visual) design and introduces additional knowledge and very specific principles based on the nature of the digital medium and the transdisciplinary field of cognitive ergonomics.
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van den Hoven, Elise, and Ali Mazalek. "Grasping gestures: Gesturing with physical artifacts." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 25, no. 3 (July 11, 2011): 255–71. http://dx.doi.org/10.1017/s0890060411000072.

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AbstractGestures play an important role in communication. They support the listener, who is trying to understand the speaker. However, they also support the speaker by facilitating the conceptualization and verbalization of messages and reducing cognitive load. Gestures thus play an important role in collaboration and also in problem-solving tasks. In human–computer interaction, gestures are also used to facilitate communication with digital applications, because their expressive nature can enable less constraining and more intuitive digital interactions than conventional user interfaces. Although gesture research in the social sciences typically considers empty-handed gestures, digital gesture interactions often make use of hand-held objects or touch surfaces to capture gestures that would be difficult to track in free space. In most cases, the physical objects used to make these gestures serve primarily as a means of sensing or input. In contrast, tangible interaction makes use of physical objects as embodiments of digital information. The physical objects in a tangible interface thus serve as representations as well as controls for the digital information they are associated with. Building on this concept, gesture interaction has the potential to make use of the physical properties of hand-held objects to enhance or change the functionality of the gestures made. In this paper, we look at the design opportunities that arise at the intersection of gesture and tangible interaction. We believe that gesturing while holding physical artifacts opens up a new interaction design space for collaborative digital applications that is largely unexplored. We provide a survey of gesture interaction work as it relates to tangible and touch interaction. Based on this survey, we define the design space of tangible gesture interaction as the use of physical devices for facilitating, supporting, enhancing, or tracking gestures people make for digital interaction purposes, and outline the design opportunities in this space.
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Liu, Yang, Yuhui Sun, Ang Yang, and Jing Gao. "Digital Twin-Based Ecogreen Building Design." Complexity 2021 (June 4, 2021): 1–10. http://dx.doi.org/10.1155/2021/1391184.

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The high operation cost of green building, insufficient informationization and automation management capability, and the lack of effective operation cost control seriously restrict the development of the industry and the realization of green goals. In order to solve the problem of insufficient capability of green building operation cost management, based on the digital twin technology in the manufacturing field, we analyze the characteristic requirements and theoretical basis of green building operation cost management for system, propose a green building operation cost management system based on digital twin, and refine the design of each structural layer of this system. It is necessary to set up a series of lines, although it takes a certain amount of time. There are four types of applications, namely, the number of types of applications, the completion of the effective number, the comparison of functions, and the implementation capabilities. The study shows that the proposed system framework can improve the efficiency and quality of green building operation cost management through technology upgrade and process optimization. The implementation of digital twin and human-machine collaboration is an advanced stage in the development of digital architecture because virtual things and real things, materials, and numbers are mutually promoting processes. The inspiration of this technological view for architecture is that digital twin and human-machine collaboration not only allow the interaction between virtual and reality and emphasize the feedback of actual construction to virtual simulation but also promote a kind of mutual promotion of human and machine thinking and construction ability.
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Yuliati, Yuliati, and Irma Lelawati. "Design Support Education Innovation on Digital Era." Manajemen Pendidikan 14, no. 1 (September 4, 2019): 25–30. http://dx.doi.org/10.23917/jmp.v14i1.8644.

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Environmental education provides opportunity to joyful learning with integrate ofeducational contents and entertainment activities. Understanding environmentaleducation is greatly helped by the existence of new technology waves. Fast-movinginnovation of new technology waves is digitalization. That is called the fourth industrial revolution. One of them is Artificial Intelligence (AI) technology. AI knowledge and innovation systems have made promising help students to realize that it can be increase respect for oneself and others, express feelings and opinions, and build logical thinking about science, mathematics, computer, etc. This paper build based on elementary school student experiment in Surakarta about how to understand digital technology based on AI and environment. This study is ethnography and qualitative research. As a data collection instrument, the study uses an assesment consisting of observation and questionnaire. This paper reports on 1) creating ideas resources, 2) learning educational contents and entertainment activities, 3) understanding feedback interaction, and 4) evaluating the challenges. The end of this paper shows that AI is very helpful in environmental education for elementary school students.
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Zhu, Leiming. "Optimization of Digital Media Product Interface Design Based on Multidimensional Heterogeneous Emotion Analysis of Users." Mathematical Problems in Engineering 2022 (May 21, 2022): 1–8. http://dx.doi.org/10.1155/2022/6944909.

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Due to the characteristics of strong interaction, pertinence, and digital communication of digital media technology, this study combines it with interactive technology. It not only increases customers’ feelings in the process of experience but also promotes the progress of new media technology. However, people’s demand for digital media interface has gradually shifted from functional demand to emotional demand. In order to make a good interaction design, interaction designers must first deeply understand and study users’ cognitive behavior and psychological activities. In this study, through multidimensional heterogeneous emotion analysis of users and optimizing the interface design of digital media products, users can easily and efficiently complete tasks, increase the sense of intimacy, comfort, and success, and improve user satisfaction and brand reputation. Digital media product interface carries the function of visual invisible logic language. As the most common form of visual communication, it affects everyone’s life. Digital media carries all kinds of information. How to get more user experience in the same type of media is a problem to be considered in the design of digital media interface. Applying emotional design to digital media interface design, users can not only meet the needs of actual functions but also get a more emotional experience. Starting with the emotional design theory of digital media product interface, this paper studies the emotional instinct layer, behavior layer, and reflection layer in the creativity of user interface design, analyzes the emotional relationship between users and products with the three layers of emotion of design, and discusses the characteristics of the emotional design of digital media product interface from the perspective of design.
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Liu, Tingmin. "Research on Product Interaction Design and Application of Digital Currency Payment System." Art and Design 4, no. 4 (2021): 175. http://dx.doi.org/10.31058/j.ad.2021.44022.

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QIN Jingyan, YANG Xiao. "Interaction Design In The Chinese Shadow Puppet Art For Digital Cultural Heritage." Journal of Korea Design Forum ll, no. 16 (August 2007): 405–10. http://dx.doi.org/10.21326/ksdt.2007..16.039.

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Kostick, Anne. "The Digital Reading Experience: Learning from Interaction Design and UX-Usability Experts." Publishing Research Quarterly 27, no. 2 (March 9, 2011): 135–40. http://dx.doi.org/10.1007/s12109-011-9206-7.

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Nayar, Pramod K. "Windows and mirrors: Interaction design, digital art, and the myth of transparency." Journal of the American Society for Information Science and Technology 56, no. 7 (2005): 773–74. http://dx.doi.org/10.1002/asi.20129.

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44

Wang, Jianguo. "Digital Urban Design Based on Human-Computer Interaction: Discussion on the Fourth Generation of Urban Design." Urban Planning International 33, no. 1 (February 19, 2018): 1–6. http://dx.doi.org/10.22217/upi.2017.558.

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45

Zhang, Xiaoji, Aiping Li, and Yue Shen. "Optimization of Teachers’ Teaching Behaviors in the Virtual Digital Graphic Design Teaching Environment." International Journal of Emerging Technologies in Learning (iJET) 17, no. 18 (September 21, 2022): 146–60. http://dx.doi.org/10.3991/ijet.v17i18.34181.

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Different teaching and interaction methods applied by teachers in the virtual teaching environment will lead to certain differences in the characteristics of their teaching behaviors. An in-depth understanding of the teaching behavior characteristics of teachers in virtual digital graphic design teaching and the influencing factors to the teacher-student interaction effect can help different types of teachers cater to students’ extensive needs in learning digital graphic design skills. This paper studies the optimization of teachers’ teaching behaviors in the virtual teaching environment of digital graphic design. Firstly, the problems existing in the application of virtual reality technology in digital graphic design teaching were summarized, a structural model for the virtual teaching environment of digital graphic design was constructed, and the optimization of teachers’ teaching behaviors under the virtual teaching environment of digital graphic design was quantified based on the LDA model. An effect model for teachers’ teaching behaviors was constructed, and through analysis of the evaluation results of students on the virtual digital graphic design teaching effect of teachers, the effectiveness indicator of teachers’ teaching behavior decisions was obtained. The experimental results verified the effectiveness of the proposed model.
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46

Kurniati, Kurniati. "Pengembangan Digital Library Universitas Bina Darma Menggunakan Pendekatan Human Computer Interaction." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 2, no. 2 (July 15, 2018): 542–53. http://dx.doi.org/10.29207/resti.v2i2.441.

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Bina Darma University has implemented a digital library which is located in http://digilib.binadarma.ac.id. With this facility, it will be easier for students, faculty, and visitors to obtain information relating to digital documents such as journals, theses or other library activities. However, application of digital library Bina Darma University in Palembang assessed not maximized because of the small number of visitors who use these facilities and prefer to search digital documents such as journals by search engines as a source of information. Human Computer Interaction (HCI) approach method can be used to create a system and within their right to the user. In addition, to facilitate the development, paper prototype method helps in the design of a more complete according to user needs. So, will result in generating a new design that can increase the interest of visitors to access digital library Universitas Bina Darma Palembang as the main alternative in the search for information and as a self-development.
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47

Seedhouse, Paul, Anne Preston, Patrick Olivier, Dan Jackson, Philip Heslop, Thomas Plötz, Madeline Balaam, and Saandia Ali. "The French Digital Kitchen." International Journal of Computer-Assisted Language Learning and Teaching 3, no. 1 (January 2013): 50–72. http://dx.doi.org/10.4018/ijcallt.2013010104.

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This paper reports on the French Digital Kitchen, a design-based project which drew on digital sensor technology to take the principles of Task-Based Language Teaching (TBLT) out of the classroom and into the real-world environment of a kitchen. The project aimed to produce a situated language learning environment where learners could learn aspects of French language and cuisine whilst performing a real-world task. The article describes the blend of TBLT, human-computer interaction (HCI) and user-centred design (UCD) principles the authors adopted in constructing and trialling the kitchen, using multiple data sources. An example of a task cycle is then presented to illustrate (by using CA analysis of transcripts) how learners have used the resources of the kitchen to accomplish the task. The authors’ findings show how the integration of the pedagogical and technological design enabled learners to notice and manipulate new vocabulary items.
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48

Gabrielyan, Tigran O. "INTERACTIVITY OF MODERN COMMUNICATIVE GRAPHIC DESIGN PRODUCTS." Architecton: Proceedings of Higher Education, no. 2(70) (June 29, 2020): 14. http://dx.doi.org/10.47055/1990-4126-2020-2(70)-14.

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The article discusses various types of interactivity in the context of communicative design. Its emergence in the mid-20th century and modern interpretation as a media communicator are considered. The division into printed and electronic (analog and digital) media communications is emphasized. Principal attention is paid to material (printed and graphic) design products: toy books, packaging, posters, and illustrations. In general form, interactivity is understood as interaction (action of cooperation) between the individual and the design product. Linear interactivity, reactive interactivity and dialogue interactivity are analyzed. Linear interactivity is regarded as metaphysical interaction between the consumer and the design product. Reactive interactivity allows the consumer to bring to completion the design program as conceived by the author and obtain a finished design product. Dialogue interactivity cannot be implemented in a material design product without its integration with digital algorithmic or intelligent systems.
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Jurczuk, Arkadiusz, and Adrian Florea. "Future-Oriented Digital Skills for Process Design and Automation." Human Technology 18, no. 2 (October 3, 2022): 122–42. http://dx.doi.org/10.14254/1795-6889.2022.18-2.3.

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The digital transformation in both the social and business fields requires the development of new skills related to the use and implementation of contemporary IT technologies, which provide the basis for Industry 4.0. One of the main concepts of these changes is the automation and robotization of business processes. The design, implementation and use of solutions in this field require appropriate skills. Therefore, it is necessary to identify gaps in digital skills and reduce them with adequate training and development. The main objective of the paper is to identify both current gaps and future needs for digital design skills to support and understand the automation of business processes. A survey was carried out in manufacturing companies from six European countries. Its results have enabled us to create a future-oriented digital design competence framework that addresses the requirements of process design and automation in the Factory of the Future.
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Caire, Patrice. "Designing convivial digital cities: a social intelligence design approach." AI & SOCIETY 24, no. 1 (February 24, 2009): 97–114. http://dx.doi.org/10.1007/s00146-009-0201-x.

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